using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Mathematics; using Unity.Transforms; namespace ProjectM.Server { /// /// Server-only walk-in gate transit: a player who walks within a gate's radius (and whose region matches the /// gate's ) is transited to the gate's ToRegion at its ArrivalPos /// (RegionTag flipped + LocalTransform teleported — GhostRelevancy re-scopes their ghosts, as in /// RegionTransitSystem). Returning to the BASE during the Expedition phase expires the Expedition /// timer so Defend starts early ("timer cap + early return"). Plain server SimulationSystemGroup /// [UpdateAfter(CyclePhaseSystem)]. Arrival points are offset from the destination gate so a transited /// player does not immediately re-trigger. /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInGroup(typeof(SimulationSystemGroup))] [UpdateAfter(typeof(CyclePhaseSystem))] public partial struct ExpeditionGateSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); } [BurstCompile] public void OnUpdate(ref SystemState state) { // Snapshot gates once. var gateFrom = new NativeList(Allocator.Temp); var gateTo = new NativeList(Allocator.Temp); var gateRadiusSq = new NativeList(Allocator.Temp); var gatePos = new NativeList(Allocator.Temp); var gateArrival = new NativeList(Allocator.Temp); foreach (var (gate, xform) in SystemAPI.Query, RefRO>()) { gateFrom.Add(gate.ValueRO.FromRegion); gateTo.Add(gate.ValueRO.ToRegion); gateRadiusSq.Add(gate.ValueRO.Radius * gate.ValueRO.Radius); gatePos.Add(xform.ValueRO.Position.xz); gateArrival.Add(gate.ValueRO.ArrivalPos); } bool returnedToBase = false; foreach (var (region, xform) in SystemAPI.Query, RefRW>().WithAll()) { byte r = region.ValueRO.Region; float2 pp = xform.ValueRO.Position.xz; for (int i = 0; i < gateFrom.Length; i++) { if (gateFrom[i] != r) continue; if (math.distancesq(pp, gatePos[i]) > gateRadiusSq[i]) continue; region.ValueRW.Region = gateTo[i]; xform.ValueRW.Position = gateArrival[i]; if (gateTo[i] == RegionId.Base) returnedToBase = true; break; } } gateFrom.Dispose(); gateTo.Dispose(); gateRadiusSq.Dispose(); gatePos.Dispose(); gateArrival.Dispose(); // Early return: a player came back to base mid-Expedition -> expire the Expedition timer (-> Defend). if (returnedToBase && SystemAPI.TryGetSingletonEntity(out var cycleEntity)) { var cs = SystemAPI.GetComponent(cycleEntity); if (cs.Phase == CyclePhase.Expedition) { cs.PhaseEndTick = 1; // CyclePhaseSystem sees timedPhaseDue next tick -> Defend SystemAPI.SetComponent(cycleEntity, cs); } } } } }